Updated Zibu
@ -21,7 +21,7 @@ AnimatorState:
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m_Tag:
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m_SpeedParameter:
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|
8
Assets/GUI Kit Casual Game.meta
Normal file
@ -0,0 +1,8 @@
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userData:
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assetBundleVariant:
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8
Assets/GUI Kit Casual Game/Extensions.meta
Normal file
@ -0,0 +1,8 @@
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8
Assets/GUI Kit Casual Game/Extensions/UIParticle.meta
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@ -0,0 +1,404 @@
|
||||
/// Credit glennpow, Zarlang
|
||||
/// Sourced from - http://forum.unity3d.com/threads/free-script-particle-systems-in-ui-screen-space-overlay.406862/
|
||||
/// Updated by Zarlang with a more robust implementation, including TextureSheet annimation support
|
||||
|
||||
namespace UnityEngine.UI.Extensions
|
||||
{
|
||||
#if UNITY_5_3_OR_NEWER
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(CanvasRenderer), typeof(ParticleSystem))]
|
||||
[AddComponentMenu("UI/Effects/Extensions/UIParticleSystem")]
|
||||
public class UIParticleSystem : MaskableGraphic
|
||||
{
|
||||
[Tooltip("Having this enabled run the system in LateUpdate rather than in Update making it faster but less precise (more clunky)")]
|
||||
public bool fixedTime = true;
|
||||
|
||||
[Tooltip("Enables 3d rotation for the particles")]
|
||||
public bool use3dRotation = false;
|
||||
|
||||
private Transform _transform;
|
||||
private ParticleSystem pSystem;
|
||||
private ParticleSystem.Particle[] particles;
|
||||
private UIVertex[] _quad = new UIVertex[4];
|
||||
private Vector4 imageUV = Vector4.zero;
|
||||
private ParticleSystem.TextureSheetAnimationModule textureSheetAnimation;
|
||||
private int textureSheetAnimationFrames;
|
||||
private Vector2 textureSheetAnimationFrameSize;
|
||||
private ParticleSystemRenderer pRenderer;
|
||||
private bool isInitialised = false;
|
||||
|
||||
private Material currentMaterial;
|
||||
|
||||
private Texture currentTexture;
|
||||
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
private ParticleSystem.MainModule mainModule;
|
||||
#endif
|
||||
|
||||
public override Texture mainTexture
|
||||
{
|
||||
get
|
||||
{
|
||||
return currentTexture;
|
||||
}
|
||||
}
|
||||
|
||||
protected bool Initialize()
|
||||
{
|
||||
// initialize members
|
||||
if (_transform == null)
|
||||
{
|
||||
_transform = transform;
|
||||
}
|
||||
if (pSystem == null)
|
||||
{
|
||||
pSystem = GetComponent<ParticleSystem>();
|
||||
|
||||
if (pSystem == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
mainModule = pSystem.main;
|
||||
if (pSystem.main.maxParticles > 14000)
|
||||
{
|
||||
mainModule.maxParticles = 14000;
|
||||
}
|
||||
#else
|
||||
if (pSystem.maxParticles > 14000)
|
||||
pSystem.maxParticles = 14000;
|
||||
#endif
|
||||
|
||||
pRenderer = pSystem.GetComponent<ParticleSystemRenderer>();
|
||||
if (pRenderer != null)
|
||||
pRenderer.enabled = false;
|
||||
|
||||
if (material == null)
|
||||
{
|
||||
var foundShader = Shader.Find("UI Extensions/Particles/Additive");
|
||||
if (foundShader)
|
||||
{
|
||||
material = new Material(foundShader);
|
||||
}
|
||||
}
|
||||
|
||||
currentMaterial = material;
|
||||
if (currentMaterial && currentMaterial.HasProperty("_MainTex"))
|
||||
{
|
||||
currentTexture = currentMaterial.mainTexture;
|
||||
if (currentTexture == null)
|
||||
currentTexture = Texture2D.whiteTexture;
|
||||
}
|
||||
material = currentMaterial;
|
||||
// automatically set scaling
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
mainModule.scalingMode = ParticleSystemScalingMode.Hierarchy;
|
||||
#else
|
||||
pSystem.scalingMode = ParticleSystemScalingMode.Hierarchy;
|
||||
#endif
|
||||
|
||||
particles = null;
|
||||
}
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
if (particles == null)
|
||||
particles = new ParticleSystem.Particle[pSystem.main.maxParticles];
|
||||
#else
|
||||
if (particles == null)
|
||||
particles = new ParticleSystem.Particle[pSystem.maxParticles];
|
||||
#endif
|
||||
|
||||
imageUV = new Vector4(0, 0, 1, 1);
|
||||
|
||||
// prepare texture sheet animation
|
||||
textureSheetAnimation = pSystem.textureSheetAnimation;
|
||||
textureSheetAnimationFrames = 0;
|
||||
textureSheetAnimationFrameSize = Vector2.zero;
|
||||
if (textureSheetAnimation.enabled)
|
||||
{
|
||||
textureSheetAnimationFrames = textureSheetAnimation.numTilesX * textureSheetAnimation.numTilesY;
|
||||
textureSheetAnimationFrameSize = new Vector2(1f / textureSheetAnimation.numTilesX, 1f / textureSheetAnimation.numTilesY);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
if (!Initialize())
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
|
||||
protected override void OnPopulateMesh(VertexHelper vh)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
if (!Initialize())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
// prepare vertices
|
||||
vh.Clear();
|
||||
|
||||
if (!gameObject.activeInHierarchy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!isInitialised && !pSystem.main.playOnAwake)
|
||||
{
|
||||
pSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear);
|
||||
isInitialised = true;
|
||||
}
|
||||
|
||||
Vector2 temp = Vector2.zero;
|
||||
Vector2 corner1 = Vector2.zero;
|
||||
Vector2 corner2 = Vector2.zero;
|
||||
// iterate through current particles
|
||||
int count = pSystem.GetParticles(particles);
|
||||
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
ParticleSystem.Particle particle = particles[i];
|
||||
|
||||
// get particle properties
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
Vector2 position = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
|
||||
#else
|
||||
Vector2 position = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
|
||||
#endif
|
||||
float rotation = -particle.rotation * Mathf.Deg2Rad;
|
||||
float rotation90 = rotation + Mathf.PI / 2;
|
||||
Color32 color = particle.GetCurrentColor(pSystem);
|
||||
float size = particle.GetCurrentSize(pSystem) * 0.5f;
|
||||
|
||||
// apply scale
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
|
||||
position /= canvas.scaleFactor;
|
||||
#else
|
||||
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
|
||||
position /= canvas.scaleFactor;
|
||||
#endif
|
||||
|
||||
// apply texture sheet animation
|
||||
Vector4 particleUV = imageUV;
|
||||
if (textureSheetAnimation.enabled)
|
||||
{
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
float frameProgress = 1 - (particle.remainingLifetime / particle.startLifetime);
|
||||
|
||||
if (textureSheetAnimation.frameOverTime.curveMin != null)
|
||||
{
|
||||
frameProgress = textureSheetAnimation.frameOverTime.curveMin.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
|
||||
}
|
||||
else if (textureSheetAnimation.frameOverTime.curve != null)
|
||||
{
|
||||
frameProgress = textureSheetAnimation.frameOverTime.curve.Evaluate(1 - (particle.remainingLifetime / particle.startLifetime));
|
||||
}
|
||||
else if (textureSheetAnimation.frameOverTime.constant > 0)
|
||||
{
|
||||
frameProgress = textureSheetAnimation.frameOverTime.constant - (particle.remainingLifetime / particle.startLifetime);
|
||||
}
|
||||
#else
|
||||
float frameProgress = 1 - (particle.lifetime / particle.startLifetime);
|
||||
#endif
|
||||
|
||||
frameProgress = Mathf.Repeat(frameProgress * textureSheetAnimation.cycleCount, 1);
|
||||
int frame = 0;
|
||||
|
||||
switch (textureSheetAnimation.animation)
|
||||
{
|
||||
|
||||
case ParticleSystemAnimationType.WholeSheet:
|
||||
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimationFrames);
|
||||
break;
|
||||
|
||||
case ParticleSystemAnimationType.SingleRow:
|
||||
frame = Mathf.FloorToInt(frameProgress * textureSheetAnimation.numTilesX);
|
||||
|
||||
int row = textureSheetAnimation.rowIndex;
|
||||
// if (textureSheetAnimation.useRandomRow) { // FIXME - is this handled internally by rowIndex?
|
||||
// row = Random.Range(0, textureSheetAnimation.numTilesY, using: particle.randomSeed);
|
||||
// }
|
||||
frame += row * textureSheetAnimation.numTilesX;
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
frame %= textureSheetAnimationFrames;
|
||||
|
||||
particleUV.x = (frame % textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.x;
|
||||
particleUV.y = 1.0f - Mathf.FloorToInt(frame / textureSheetAnimation.numTilesX) * textureSheetAnimationFrameSize.y;
|
||||
particleUV.z = particleUV.x + textureSheetAnimationFrameSize.x;
|
||||
particleUV.w = particleUV.y + textureSheetAnimationFrameSize.y;
|
||||
}
|
||||
|
||||
temp.x = particleUV.x;
|
||||
temp.y = particleUV.y;
|
||||
|
||||
_quad[0] = UIVertex.simpleVert;
|
||||
_quad[0].color = color;
|
||||
_quad[0].uv0 = temp;
|
||||
|
||||
temp.x = particleUV.x;
|
||||
temp.y = particleUV.w;
|
||||
_quad[1] = UIVertex.simpleVert;
|
||||
_quad[1].color = color;
|
||||
_quad[1].uv0 = temp;
|
||||
|
||||
temp.x = particleUV.z;
|
||||
temp.y = particleUV.w;
|
||||
_quad[2] = UIVertex.simpleVert;
|
||||
_quad[2].color = color;
|
||||
_quad[2].uv0 = temp;
|
||||
|
||||
temp.x = particleUV.z;
|
||||
temp.y = particleUV.y;
|
||||
_quad[3] = UIVertex.simpleVert;
|
||||
_quad[3].color = color;
|
||||
_quad[3].uv0 = temp;
|
||||
|
||||
if (rotation == 0)
|
||||
{
|
||||
// no rotation
|
||||
corner1.x = position.x - size;
|
||||
corner1.y = position.y - size;
|
||||
corner2.x = position.x + size;
|
||||
corner2.y = position.y + size;
|
||||
|
||||
temp.x = corner1.x;
|
||||
temp.y = corner1.y;
|
||||
_quad[0].position = temp;
|
||||
temp.x = corner1.x;
|
||||
temp.y = corner2.y;
|
||||
_quad[1].position = temp;
|
||||
temp.x = corner2.x;
|
||||
temp.y = corner2.y;
|
||||
_quad[2].position = temp;
|
||||
temp.x = corner2.x;
|
||||
temp.y = corner1.y;
|
||||
_quad[3].position = temp;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (use3dRotation)
|
||||
{
|
||||
// get particle properties
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
Vector3 pos3d = (mainModule.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
|
||||
#else
|
||||
Vector3 pos3d = (pSystem.simulationSpace == ParticleSystemSimulationSpace.Local ? particle.position : _transform.InverseTransformPoint(particle.position));
|
||||
#endif
|
||||
|
||||
// apply scale
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
if (mainModule.scalingMode == ParticleSystemScalingMode.Shape)
|
||||
position /= canvas.scaleFactor;
|
||||
#else
|
||||
if (pSystem.scalingMode == ParticleSystemScalingMode.Shape)
|
||||
position /= canvas.scaleFactor;
|
||||
#endif
|
||||
|
||||
Vector3[] verts = new Vector3[4]
|
||||
{
|
||||
new Vector3(-size, -size, 0),
|
||||
new Vector3(-size, size, 0),
|
||||
new Vector3(size, size, 0),
|
||||
new Vector3(size, -size, 0)
|
||||
};
|
||||
|
||||
Quaternion particleRotation = Quaternion.Euler(particle.rotation3D);
|
||||
|
||||
_quad[0].position = pos3d + particleRotation * verts[0];
|
||||
_quad[1].position = pos3d + particleRotation * verts[1];
|
||||
_quad[2].position = pos3d + particleRotation * verts[2];
|
||||
_quad[3].position = pos3d + particleRotation * verts[3];
|
||||
}
|
||||
else
|
||||
{
|
||||
// apply rotation
|
||||
Vector2 right = new Vector2(Mathf.Cos(rotation), Mathf.Sin(rotation)) * size;
|
||||
Vector2 up = new Vector2(Mathf.Cos(rotation90), Mathf.Sin(rotation90)) * size;
|
||||
|
||||
_quad[0].position = position - right - up;
|
||||
_quad[1].position = position - right + up;
|
||||
_quad[2].position = position + right + up;
|
||||
_quad[3].position = position + right - up;
|
||||
}
|
||||
}
|
||||
|
||||
vh.AddUIVertexQuad(_quad);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!fixedTime && Application.isPlaying)
|
||||
{
|
||||
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
|
||||
SetAllDirty();
|
||||
|
||||
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
|
||||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
|
||||
{
|
||||
pSystem = null;
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
SetAllDirty();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (fixedTime)
|
||||
{
|
||||
pSystem.Simulate(Time.unscaledDeltaTime, false, false, true);
|
||||
SetAllDirty();
|
||||
if ((currentMaterial != null && currentTexture != currentMaterial.mainTexture) ||
|
||||
(material != null && currentMaterial != null && material.shader != currentMaterial.shader))
|
||||
{
|
||||
pSystem = null;
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
}
|
||||
if (material == currentMaterial)
|
||||
return;
|
||||
pSystem = null;
|
||||
Initialize();
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
currentMaterial = null;
|
||||
currentTexture = null;
|
||||
}
|
||||
|
||||
public void StartParticleEmission()
|
||||
{
|
||||
pSystem.Play();
|
||||
}
|
||||
|
||||
public void StopParticleEmission()
|
||||
{
|
||||
pSystem.Stop(false, ParticleSystemStopBehavior.StopEmittingAndClear);
|
||||
}
|
||||
|
||||
public void PauseParticleEmission()
|
||||
{
|
||||
pSystem.Stop(false, ParticleSystemStopBehavior.StopEmitting);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
@ -0,0 +1,11 @@
|
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|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
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|
8
Assets/GUI Kit Casual Game/Prefabs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
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|
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|
||||
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|
8
Assets/GUI Kit Casual Game/Prefabs/Fx_Paticle.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
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|
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|
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assetBundleVariant:
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Assets/GUI Kit Casual Game/Prefabs/Fx_Paticle/Fx_Rotate.prefab
Normal file
@ -0,0 +1,7 @@
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||||
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@ -55,12 +55,19 @@ namespace MenteBacata.ScivoloCharacterControllerDemo
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cameraTransform = Camera.main.transform;
|
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mover.canClimbSteepSlope = true;
|
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}
|
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public Animator zibuAnimator;
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private void Update()
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{
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Vector3 movementInput = GetMovementInput();
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if(movementInput !=Vector3.zero)
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{
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zibuAnimator.SetBool("Move", true);
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}
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else
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{
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zibuAnimator.SetBool("Move", false);
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}
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Vector3 velocity = moveSpeed * movementInput;
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HandleOverlaps();
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|
@ -10,6 +10,7 @@ public class BullsEyeGameManager : MonoBehaviour
|
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public float timeLimit = 60f;
|
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public TextMeshProUGUI scoreText;
|
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public TextMeshProUGUI timerText;
|
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private float timer;
|
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|
@ -5,7 +5,7 @@ public class ButterflyGameManager : MonoBehaviour
|
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{
|
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public static ButterflyGameManager Instance;
|
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|
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public ButterflyMole Mole;
|
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public ButterflyZibu Mole;
|
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public ButterflySpawner Spawner;
|
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|
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public TextMeshProUGUI scoreText;
|
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@ -44,6 +44,26 @@ public class ButterflyGameManager : MonoBehaviour
|
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{
|
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EndGame(false); // Time up
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}
|
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|
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if (Input.GetMouseButtonDown(0))
|
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{
|
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
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if (!Physics.Raycast(ray, out RaycastHit hit) || !hit.collider.CompareTag("Food"))
|
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{
|
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float moleZ = ButterflyGameManager.Instance.Mole.transform.position.z;
|
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|
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// Set target point at same Z-depth as the mole
|
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Vector3 clickScreenPoint = new Vector3(
|
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Input.mousePosition.x,
|
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Input.mousePosition.y,
|
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Camera.main.WorldToScreenPoint(ButterflyGameManager.Instance.Mole.transform.position).z
|
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);
|
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|
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Vector3 worldPoint = Camera.main.ScreenToWorldPoint(clickScreenPoint);
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Mole.JumpTo(worldPoint, null);
|
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}
|
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}
|
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|
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}
|
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public void RegisterCatch()
|
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@ -68,11 +88,12 @@ public class ButterflyGameManager : MonoBehaviour
|
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gameEnded = true;
|
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if (win)
|
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{
|
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winPanel.SetActive(true);
|
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if (winPanel != null)
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winPanel.SetActive(true);
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}
|
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else
|
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{
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gameOverPanel.SetActive(true);
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gameOverPanel?.SetActive(true);
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}
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Time.timeScale = 0;
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|
@ -1,17 +0,0 @@
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using UnityEngine;
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using DG.Tweening;
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public class ButterflyMole : MonoBehaviour
|
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{
|
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public float jumpPower = 2f;
|
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public float jumpDuration = 0.5f;
|
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public void JumpTo(Vector3 target, ButterflyTarget butterfly)
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{
|
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Vector3 targetPos = new Vector3(target.x, target.y, transform.position.z);
|
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transform.DOJump(targetPos, jumpPower, 1, jumpDuration).OnComplete(() =>
|
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{
|
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butterfly.OnCaught();
|
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});
|
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}
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}
|
@ -12,8 +12,8 @@ public class ButterflySpawner : MonoBehaviour
|
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for (int i = 0; i < count; i++)
|
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{
|
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Vector3 viewportPos = new Vector3(
|
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Random.Range(0.1f, 0.9f), // X: inside screen bounds
|
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Random.Range(0.2f, 0.8f), // Y: avoid too low/high
|
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Random.Range(0.3f, 0.7f), // X: inside screen bounds
|
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Random.Range(0.5f, 0.7f), // Y: avoid too low/high
|
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spawnDepth // Z: depth from camera
|
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);
|
||||
|
||||
|